//--------------------------------------------------------------------------------------
// File: SDKMesh.h
//
// Disclaimer:  
//   The SDK Mesh format (.sdkmesh) is not a recommended file format for shipping titles.  
//   It was designed to meet the specific needs of the SDK samples.  Any real-world 
//   applications should avoid this file format in favor of a destination format that 
//   meets the specific needs of the application.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#ifndef _SDKMESH_
#define _SDKMESH_

//--------------------------------------------------------------------------------------
// Hard Defines for the various structures
//--------------------------------------------------------------------------------------
#define SDKMESH_FILE_VERSION 101
#define MAX_VERTEX_ELEMENTS 32
#define MAX_VERTEX_STREAMS 16
#define MAX_FRAME_NAME 100
#define MAX_MESH_NAME 100
#define MAX_SUBSET_NAME 100
#define MAX_MATERIAL_NAME 100
#define MAX_TEXTURE_NAME MAX_PATH
#define MAX_MATERIAL_PATH MAX_PATH
#define INVALID_FRAME ((UINT)-1)
#define INVALID_MESH ((UINT)-1)
#define INVALID_MATERIAL ((UINT)-1)
#define INVALID_SUBSET ((UINT)-1)
#define INVALID_ANIMATION_DATA ((UINT)-1)
#define ERROR_RESOURCE_VALUE 1

template< typename TYPE > BOOL IsErrorResource( TYPE data )
{
    if( (TYPE)ERROR_RESOURCE_VALUE == data )
        return TRUE;
    return FALSE;
}
//--------------------------------------------------------------------------------------
// Enumerated Types.  These will have mirrors in both D3D9 and D3D10
//--------------------------------------------------------------------------------------
enum SDKMESH_PRIMITIVE_TYPE
{
    PT_TRIANGLE_LIST = 0,
    PT_TRIANGLE_STRIP,
    PT_LINE_LIST,
    PT_LINE_STRIP,
    PT_POINT_LIST,
    PT_TRIANGLE_LIST_ADJ,
    PT_TRIANGLE_STRIP_ADJ,
    PT_LINE_LIST_ADJ,
    PT_LINE_STRIP_ADJ,
};

enum SDKMESH_INDEX_TYPE
{
    IT_16BIT = 0,
    IT_32BIT,
};

enum FRAME_TRANSFORM_TYPE
{
    FTT_RELATIVE = 0,
    FTT_ABSOLUTE,		//This is not currently used but is here to support absolute transformations in the future
};

//--------------------------------------------------------------------------------------
// Structures.  Unions with pointers are forced to 64bit.
//--------------------------------------------------------------------------------------
struct SDKMESH_HEADER
{
    //Basic Info and sizes
    UINT   Version;
    BYTE   IsBigEndian;
    UINT64 HeaderSize;
    UINT64 NonBufferDataSize;
    UINT64 BufferDataSize;

    //Stats
    UINT NumVertexBuffers;
    UINT NumIndexBuffers;
    UINT NumMeshes;
    UINT NumTotalSubsets;
    UINT NumFrames;
    UINT NumMaterials;

    //Offsets to Data
    UINT64 VertexStreamHeadersOffset;
    UINT64 IndexStreamHeadersOffset;
    UINT64 MeshDataOffset;
    UINT64 SubsetDataOffset;
    UINT64 FrameDataOffset;
    UINT64 MaterialDataOffset;
};

struct SDKMESH_VERTEX_BUFFER_HEADER
{
    UINT64 NumVertices;
    UINT64 SizeBytes;
    UINT64 StrideBytes;
    D3DVERTEXELEMENT9 Decl[MAX_VERTEX_ELEMENTS];
    union
    {
        UINT64					DataOffset;				//(This also forces the union to 64bits)
        IDirect3DVertexBuffer9* pVB9;
#ifdef D3D10_SDK_VERSION
        ID3D10Buffer*			pVB10;
#endif
    };
};

struct SDKMESH_INDEX_BUFFER_HEADER
{
    UINT64 NumIndices;
    UINT64 SizeBytes;
    UINT IndexType;
    union
    {
        UINT64					DataOffset;				//(This also forces the union to 64bits)
        IDirect3DIndexBuffer9*  pIB9;
#ifdef D3D10_SDK_VERSION
        ID3D10Buffer*			pIB10;
#endif
    };
};

struct SDKMESH_MESH
{
    char Name[MAX_MESH_NAME];
    BYTE NumVertexBuffers;
    UINT VertexBuffers[MAX_VERTEX_STREAMS];
    UINT IndexBuffer;
    UINT NumSubsets;
    UINT NumFrameInfluences; //aka bones

    D3DXVECTOR3 BoundingBoxCenter;
    D3DXVECTOR3 BoundingBoxExtents;

    union
    {
        UINT64 SubsetOffset;	//Offset to list of subsets (This also forces the union to 64bits)
        UINT*  pSubsets;	    //Pointer to list of subsets
    };
    union
    {
        UINT64 FrameInfluenceOffset;  //Offset to list of frame influences (This also forces the union to 64bits)
        UINT*  pFrameInfluences;      //Pointer to list of frame influences
    };
};

struct SDKMESH_SUBSET
{
    char		Name[MAX_SUBSET_NAME];
    UINT		MaterialID;
    UINT		PrimitiveType;
    UINT64		IndexStart;
    UINT64		IndexCount;
    UINT64		VertexStart;
    UINT64		VertexCount;
};

struct SDKMESH_FRAME
{
    char Name[MAX_FRAME_NAME];
    UINT Mesh;
    UINT ParentFrame;
    UINT ChildFrame;
    UINT SiblingFrame;
    D3DXMATRIX Matrix;
    UINT AnimationDataIndex;		//Used to index which set of keyframes transforms this frame
};

struct SDKMESH_MATERIAL
{
    char		Name[MAX_MATERIAL_NAME];

    // Use MaterialInstancePath
    char		MaterialInstancePath[MAX_MATERIAL_PATH];

    // Or fall back to d3d8-type materials
    char		DiffuseTexture[MAX_TEXTURE_NAME];
    char		NormalTexture[MAX_TEXTURE_NAME];
    char		SpecularTexture[MAX_TEXTURE_NAME];

    D3DXVECTOR4	Diffuse;
    D3DXVECTOR4 Ambient;
    D3DXVECTOR4 Specular;
    D3DXVECTOR4 Emissive;
    FLOAT		Power;

    union
    {
        UINT64						Force64_1;			//Force the union to 64bits
        IDirect3DTexture9*		    pDiffuseTexture9;
#ifdef D3D10_SDK_VERSION
        ID3D10Texture2D*			pDiffuseTexture10;
#endif
    };
    union
    {
        UINT64						Force64_2;			//Force the union to 64bits
        IDirect3DTexture9*		    pNormalTexture9;
#ifdef D3D10_SDK_VERSION
        ID3D10Texture2D*			pNormalTexture10;
#endif
    };
    union
    {
        UINT64						Force64_3;			//Force the union to 64bits
        IDirect3DTexture9*		    pSpecularTexture9;
#ifdef D3D10_SDK_VERSION
        ID3D10Texture2D*			pSpecularTexture10;
#endif
    };

    union
    {
        UINT64					    Force64_4;			//Force the union to 64bits
#ifdef D3D10_SDK_VERSION
        ID3D10ShaderResourceView*	pDiffuseRV10;
#endif
    };
    union
    {
        UINT64						Force64_5;		    //Force the union to 64bits
#ifdef D3D10_SDK_VERSION
        ID3D10ShaderResourceView*	pNormalRV10;
#endif
    };
    union
    {
        UINT64						Force64_6;			//Force the union to 64bits
#ifdef D3D10_SDK_VERSION
        ID3D10ShaderResourceView*	pSpecularRV10;
#endif
    };

};

struct SDKANIMATION_FILE_HEADER
{
    UINT Version;
    BYTE IsBigEndian;
    UINT FrameTransformType;
    UINT NumFrames;
    UINT NumAnimationKeys;
    UINT AnimationFPS;
    UINT64 AnimationDataSize;
    UINT64 AnimationDataOffset;
};

struct SDKANIMATION_DATA
{
    D3DXVECTOR3 Translation;
    D3DXVECTOR4 Orientation;
    D3DXVECTOR3 Scaling;
};

struct SDKANIMATION_FRAME_DATA
{
    char FrameName[MAX_FRAME_NAME];
    union
    {
        UINT64			   DataOffset;
        SDKANIMATION_DATA* pAnimationData;
    };
};

#ifndef _CONVERTER_APP_

//--------------------------------------------------------------------------------------
// AsyncLoading callbacks
//--------------------------------------------------------------------------------------
typedef void    (CALLBACK *LPCREATETEXTUREFROMFILE9)( IDirect3DDevice9* pDev, char* szFileName, IDirect3DTexture9** ppTexture, void* pContext );
typedef void    (CALLBACK *LPCREATEVERTEXBUFFER9)( IDirect3DDevice9* pDev, IDirect3DVertexBuffer9** ppBuffer, UINT iSizeBytes, DWORD Usage, DWORD FVF, D3DPOOL Pool, void* pData, void* pContext );
typedef void    (CALLBACK *LPCREATEINDEXBUFFER9)( IDirect3DDevice9* pDev, IDirect3DIndexBuffer9** ppBuffer, UINT iSizeBytes, DWORD Usage, D3DFORMAT ibFormat, D3DPOOL Pool, void* pData, void* pContext );
struct SDKMESH_CALLBACKS9
{
    LPCREATETEXTUREFROMFILE9 pCreateTextureFromFile;
    LPCREATEVERTEXBUFFER9 pCreateVertexBuffer;
    LPCREATEINDEXBUFFER9 pCreateIndexBuffer;
    void* pContext;
};
typedef void    (CALLBACK *LPCREATETEXTUREFROMFILE10)( ID3D10Device* pDev, char* szFileName, ID3D10ShaderResourceView** ppRV, void* pContext );
typedef void    (CALLBACK *LPCREATEVERTEXBUFFER10)( ID3D10Device* pDev, ID3D10Buffer** ppBuffer, D3D10_BUFFER_DESC BufferDesc, void* pData, void* pContext );
typedef void    (CALLBACK *LPCREATEINDEXBUFFER10)( ID3D10Device* pDev, ID3D10Buffer** ppBuffer, D3D10_BUFFER_DESC BufferDesc, void* pData, void* pContext );
struct SDKMESH_CALLBACKS10
{
    LPCREATETEXTUREFROMFILE10 pCreateTextureFromFile;
    LPCREATEVERTEXBUFFER10 pCreateVertexBuffer;
    LPCREATEINDEXBUFFER10 pCreateIndexBuffer;
    void* pContext;
};

//--------------------------------------------------------------------------------------
// CDXUTSDKMesh class.  This class reads the sdkmesh file format for use by the samples
//--------------------------------------------------------------------------------------
class CDXUTSDKMesh
{
private:
    UINT                            m_NumOutstandingResources;
    bool							m_bLoading;
    //BYTE*                         m_pBufferData;
    HANDLE							m_hFile;
    HANDLE						    m_hFileMappingObject;
    CGrowableArray<BYTE*>			m_MappedPointers;
    IDirect3DDevice9*				m_pDev9;
    ID3D10Device*					m_pDev10;

protected:
    //These are the pointers to the two chunks of data loaded in from the mesh file
    BYTE*                           m_pStaticMeshData;
    BYTE*                           m_pHeapData;
    BYTE*                           m_pAnimationData;
    BYTE**                          m_ppVertices;
    BYTE**                          m_ppIndices;

    //Keep track of the path
    WCHAR                           m_strPathW[MAX_PATH];
    char                            m_strPath[MAX_PATH];

    //General mesh info
    SDKMESH_HEADER*                 m_pMeshHeader;
    SDKMESH_VERTEX_BUFFER_HEADER*   m_pVertexBufferArray;
    SDKMESH_INDEX_BUFFER_HEADER*    m_pIndexBufferArray;
    SDKMESH_MESH*                   m_pMeshArray;
    SDKMESH_SUBSET*                 m_pSubsetArray;
    SDKMESH_FRAME*                  m_pFrameArray;
    SDKMESH_MATERIAL*               m_pMaterialArray;

    // Adjacency information (not part of the m_pStaticMeshData, so it must be created and destroyed separately )
    SDKMESH_INDEX_BUFFER_HEADER*    m_pAdjacencyIndexBufferArray;

    //Animation (TODO: Add ability to load/track multiple animation sets)
    SDKANIMATION_FILE_HEADER*       m_pAnimationHeader;
    SDKANIMATION_FRAME_DATA*        m_pAnimationFrameData;
    D3DXMATRIX*                     m_pBindPoseFrameMatrices;
    D3DXMATRIX*                     m_pTransformedFrameMatrices;

protected:
    void LoadMaterials( ID3D10Device* pd3dDevice, SDKMESH_MATERIAL* pMaterials, UINT NumMaterials, SDKMESH_CALLBACKS10* pLoaderCallbacks=NULL );
    void LoadMaterials( IDirect3DDevice9* pd3dDevice, SDKMESH_MATERIAL* pMaterials, UINT NumMaterials, SDKMESH_CALLBACKS9* pLoaderCallbacks=NULL );
    HRESULT CreateVertexBuffer( ID3D10Device* pd3dDevice, SDKMESH_VERTEX_BUFFER_HEADER* pHeader, void* pVertices, SDKMESH_CALLBACKS10* pLoaderCallbacks=NULL );
    HRESULT CreateVertexBuffer( IDirect3DDevice9* pd3dDevice, SDKMESH_VERTEX_BUFFER_HEADER* pHeader, void* pVertices, SDKMESH_CALLBACKS9* pLoaderCallbacks=NULL );
    HRESULT CreateIndexBuffer( ID3D10Device* pd3dDevice, SDKMESH_INDEX_BUFFER_HEADER* pHeader, void* pIndices, SDKMESH_CALLBACKS10* pLoaderCallbacks=NULL );
    HRESULT CreateIndexBuffer( IDirect3DDevice9* pd3dDevice, SDKMESH_INDEX_BUFFER_HEADER* pHeader, void* pIndices, SDKMESH_CALLBACKS9* pLoaderCallbacks=NULL );

    virtual HRESULT CreateFromFile( ID3D10Device *pDev10, IDirect3DDevice9* pDev9, LPCTSTR szFileName, bool bCreateAdjacencyIndices, SDKMESH_CALLBACKS10* pLoaderCallbacks10=NULL, SDKMESH_CALLBACKS9* pLoaderCallbacks9=NULL );
    virtual HRESULT CreateFromMemory( ID3D10Device *pDev10, 
                                      IDirect3DDevice9* pDev9, 
                                      BYTE* pData, 
                                      UINT DataBytes, 
                                      bool bCreateAdjacencyIndices, 
                                      bool bCopyStatic, 
                                      SDKMESH_CALLBACKS10* pLoaderCallbacks10=NULL, SDKMESH_CALLBACKS9* pLoaderCallbacks9=NULL );

    //frame manipulation
    void TransformBindPoseFrame( UINT iFrame, D3DXMATRIX* pParentWorld );
    void TransformFrame( UINT iFrame, D3DXMATRIX* pParentWorld, double fTime );
    void TransformFrameAbsolute( UINT iFrame, double fTime );

    //Direct3D 10 rendering helpers
    void RenderMesh( UINT iMesh,
                     bool bAdjacent,
                     ID3D10Device* pd3dDevice, 
                     ID3D10EffectTechnique* pTechnique, 
                     ID3D10EffectShaderResourceVariable* ptxDiffuse,
                     ID3D10EffectShaderResourceVariable* ptxNormal,
                     ID3D10EffectShaderResourceVariable* ptxSpecular,
                     ID3D10EffectVectorVariable* pvDiffuse, 
                     ID3D10EffectVectorVariable* pvSpecular );
    void RenderFrame( UINT iFrame,
                      bool bAdjacent,
                      ID3D10Device* pd3dDevice, 
                      ID3D10EffectTechnique* pTechnique, 
                      ID3D10EffectShaderResourceVariable* ptxDiffuse,
                      ID3D10EffectShaderResourceVariable* ptxNormal,
                      ID3D10EffectShaderResourceVariable* ptxSpecular,
                      ID3D10EffectVectorVariable* pvDiffuse, 
                      ID3D10EffectVectorVariable* pvSpecular );

    //Direct3D 9 rendering helpers
    void RenderMesh( UINT iMesh,
                     LPDIRECT3DDEVICE9 pd3dDevice,
                     LPD3DXEFFECT pEffect,
                     D3DXHANDLE hTechnique,
                     D3DXHANDLE htxDiffuse,
                     D3DXHANDLE htxNormal,
                     D3DXHANDLE htxSpecular );
    void RenderFrame( UINT iFrame,
                      LPDIRECT3DDEVICE9 pd3dDevice,
                      LPD3DXEFFECT pEffect,
                      D3DXHANDLE hTechnique,
                      D3DXHANDLE htxDiffuse,
                      D3DXHANDLE htxNormal,
                      D3DXHANDLE htxSpecular );
    
public:
    CDXUTSDKMesh();
    virtual ~CDXUTSDKMesh();

    virtual HRESULT Create( ID3D10Device *pDev10, LPCTSTR szFileName, bool bCreateAdjacencyIndices=false, SDKMESH_CALLBACKS10* pLoaderCallbacks=NULL );
    virtual HRESULT Create( IDirect3DDevice9* pDev9, LPCTSTR szFileName, bool bCreateAdjacencyIndices=false, SDKMESH_CALLBACKS9* pLoaderCallbacks=NULL );
    virtual HRESULT Create( ID3D10Device *pDev10, BYTE* pData, UINT DataBytes, bool bCreateAdjacencyIndices=false, bool bCopyStatic=false, SDKMESH_CALLBACKS10* pLoaderCallbacks=NULL );
    virtual HRESULT Create( IDirect3DDevice9* pDev9, BYTE* pData, UINT DataBytes, bool bCreateAdjacencyIndices=false, bool bCopyStatic=false, SDKMESH_CALLBACKS9* pLoaderCallbacks=NULL );
    virtual HRESULT LoadAnimation( WCHAR* szFileName );
    virtual void Destroy();

    //Frame manipulation
    void TransformBindPose( D3DXMATRIX* pWorld );
    void TransformMesh( D3DXMATRIX* pWorld, double fTime );

    //Adjacency
    HRESULT CreateAdjacencyIndices( ID3D10Device *pd3dDevice, float fEpsilon, BYTE* pBufferData );

    //Direct3D 10 Rendering
    virtual void Render( ID3D10Device *pd3dDevice, 
                         ID3D10EffectTechnique* pTechnique, 
                         ID3D10EffectShaderResourceVariable* ptxDiffuse = NULL,
                         ID3D10EffectShaderResourceVariable* ptxNormal = NULL,
                         ID3D10EffectShaderResourceVariable* ptxSpecular = NULL,
                         ID3D10EffectVectorVariable* pvDiffuse = NULL, 
                         ID3D10EffectVectorVariable* pvSpecular = NULL );
    virtual void RenderAdjacent( ID3D10Device *pd3dDevice, 
                         ID3D10EffectTechnique* pTechnique, 
                         ID3D10EffectShaderResourceVariable* ptxDiffuse = NULL,
                         ID3D10EffectShaderResourceVariable* ptxNormal = NULL,
                         ID3D10EffectShaderResourceVariable* ptxSpecular = NULL,
                         ID3D10EffectVectorVariable* pvDiffuse = NULL, 
                         ID3D10EffectVectorVariable* pvSpecular = NULL );
    //Direct3D 9 Rendering
    virtual void Render( LPDIRECT3DDEVICE9 pd3dDevice,
                         LPD3DXEFFECT pEffect,
                         D3DXHANDLE hTechnique,
                         D3DXHANDLE htxDiffuse = 0,
                         D3DXHANDLE htxNormal = 0,
                         D3DXHANDLE htxSpecular = 0 );
                         

    //Helpers (D3D10 specific)
    static D3D10_PRIMITIVE_TOPOLOGY GetPrimitiveType10( SDKMESH_PRIMITIVE_TYPE PrimType );
    DXGI_FORMAT GetIBFormat10( UINT iMesh );
    ID3D10Buffer* GetVB10( UINT iMesh, UINT iVB );
    ID3D10Buffer* GetIB10( UINT iMesh );
    ID3D10Buffer* GetAdjIB10( UINT iMesh );

    //Helpers (D3D9 specific)
    static D3DPRIMITIVETYPE GetPrimitiveType9( SDKMESH_PRIMITIVE_TYPE PrimType );
    D3DFORMAT GetIBFormat9( UINT iMesh );
    IDirect3DVertexBuffer9* GetVB9( UINT iMesh, UINT iVB );
    IDirect3DIndexBuffer9* GetIB9( UINT iMesh );

    //Helpers (general)
    char* GetMeshPathA();
    WCHAR* GetMeshPathW();
    UINT GetNumMeshes();
    UINT GetNumMaterials();
    UINT GetNumVBs();
    UINT GetNumIBs();
    IDirect3DVertexBuffer9* GetVB9At( UINT iVB );
    IDirect3DIndexBuffer9* GetIB9At( UINT iIB );
    ID3D10Buffer* GetVB10At( UINT iVB );
    ID3D10Buffer* GetIB10At( UINT iIB );
    BYTE* GetRawVerticesAt( UINT iVB );
    BYTE* GetRawIndicesAt( UINT iIB );
    SDKMESH_MATERIAL* GetMaterial( UINT iMaterial );
    SDKMESH_MESH* GetMesh( UINT iMesh );
    UINT GetNumSubsets( UINT iMesh );
    SDKMESH_SUBSET* GetSubset( UINT iMesh, UINT iSubset );
    UINT GetVertexStride( UINT iMesh, UINT iVB );
    SDKMESH_FRAME* FindFrame( char* pszName );
    UINT64 GetNumVertices( UINT iMesh, UINT iVB );
    UINT64 GetNumIndices( UINT iMesh );
    D3DXVECTOR3 GetMeshBBoxCenter( UINT iMesh );
    D3DXVECTOR3 GetMeshBBoxExtents( UINT iMesh );
    UINT GetOutstandingResources();
    UINT GetOutstandingBufferResources();
    bool CheckLoadDone();
    bool IsLoaded();
    bool IsLoading();
    void SetLoading( bool bLoading );
    BOOL HadLoadingError();

    //Animation
    UINT GetNumInfluences( UINT iMesh );
    const D3DXMATRIX* GetMeshInfluenceMatrix( UINT iMesh, UINT iInfluence );
    UINT GetAnimationKeyFromTime( double fTime );
};

//-----------------------------------------------------------------------------
// Name: class CDXUTXFileMesh
// Desc: Class for loading and rendering file-based meshes
//-----------------------------------------------------------------------------
class CDXUTXFileMesh
{
public:
    WCHAR                   m_strName[512];
    LPD3DXMESH              m_pMesh;   // Managed mesh
    
    // Cache of data in m_pMesh for easy access
    IDirect3DVertexBuffer9* m_pVB;
    IDirect3DIndexBuffer9*  m_pIB;
    IDirect3DVertexDeclaration9* m_pDecl;
    DWORD                   m_dwNumVertices;
    DWORD                   m_dwNumFaces;
    DWORD                   m_dwBytesPerVertex;

    DWORD                   m_dwNumMaterials; // Materials for the mesh
    D3DMATERIAL9*           m_pMaterials;
    CHAR                    (*m_strMaterials)[MAX_PATH];
    IDirect3DBaseTexture9** m_pTextures;
    bool                    m_bUseMaterials;

public:
    // Rendering
    HRESULT Render( LPDIRECT3DDEVICE9 pd3dDevice, 
                    bool bDrawOpaqueSubsets = true,
                    bool bDrawAlphaSubsets = true );
    HRESULT Render( ID3DXEffect *pEffect,
                    D3DXHANDLE hTexture = NULL,
                    D3DXHANDLE hDiffuse = NULL,
                    D3DXHANDLE hAmbient = NULL,
                    D3DXHANDLE hSpecular = NULL,
                    D3DXHANDLE hEmissive = NULL,
                    D3DXHANDLE hPower = NULL,
                    bool bDrawOpaqueSubsets = true,
                    bool bDrawAlphaSubsets = true );

    // Mesh access
    LPD3DXMESH GetMesh() { return m_pMesh; }

    // Rendering options
    void    UseMeshMaterials( bool bFlag ) { m_bUseMaterials = bFlag; }
    HRESULT SetFVF( LPDIRECT3DDEVICE9 pd3dDevice, DWORD dwFVF );
    HRESULT SetVertexDecl( LPDIRECT3DDEVICE9 pd3dDevice, const D3DVERTEXELEMENT9 *pDecl, 
                           bool bAutoComputeNormals = true, bool bAutoComputeTangents = true, 
                           bool bSplitVertexForOptimalTangents = false );

    // Initializing
    HRESULT RestoreDeviceObjects( LPDIRECT3DDEVICE9 pd3dDevice );
    HRESULT InvalidateDeviceObjects();

    // Creation/destruction
    HRESULT Create( LPDIRECT3DDEVICE9 pd3dDevice, LPCWSTR strFilename );
    HRESULT Create( LPDIRECT3DDEVICE9 pd3dDevice, LPD3DXFILEDATA pFileData );
    HRESULT Create( LPDIRECT3DDEVICE9 pd3dDevice, ID3DXMesh* pInMesh, D3DXMATERIAL* pd3dxMaterials, DWORD dwMaterials );
    HRESULT CreateMaterials( LPCWSTR strPath, IDirect3DDevice9 *pd3dDevice, D3DXMATERIAL* d3dxMtrls, DWORD dwNumMaterials );
    HRESULT Destroy();

    CDXUTXFileMesh( LPCWSTR strName = L"CDXUTXMeshFile_Mesh" );
    virtual ~CDXUTXFileMesh();
};


#endif

#endif

